In some maps you can find these objects. I know them as weapon extension in Unreal 1.
But in Monster Hunt with Nali Weapons 3 I can't collect these objects and they do not trigger any reaction when I touch them as far as I can see.

So for what are these?

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Available in MH504, in some XC_MH when I'll get it done, and available for months in some of MH2 types which I did .
Other stuff is Amplifier. Usually I have them even in DM which I play, an ASMD amplified is a real devastator. If you guys are playing only NW you will never entirely know UT as it is. WeaponPowerup works with default DispersionPistol and Amplifier makes it another devastator when Dipersion has PoweLevel4 - RED projectiles, and they become bigger ones. I worked my ass to bring them in MH because... Shrimp forgot them, or ignored them.

papercoffee wrote:I'm for redesigning the Dispersion Pistol. Design wise it was the ugliest gun in Unreal. But I liked the power-up function.

Just DO it!

Actually, I did not dislike the design, but it always fascinated me imagining a fifth or a sixth powerup (with a model change, of course), since you could get more batteries in the original Unreal than powerups possible. It's like with Super saiyans: They stop at 4 and people like to design infinitely further transformations!

Yes, but I wonder why I can't collect it. An amplifier is collectable. It activates itself automatically but it shows no effect to anything.

sektor2111 wrote:an ASMD amplified is a real devastator.

So an amplifier is a Power-Up for ASMD weapons?

There is another object that produces a red field, but only at the position where you found it.
I never used one of those things even with standard weapons so in my case it would make sense to change these purposes/functions for these mentioned objects to better ones...

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WeaponPowerUp is addressing only DispersionPistol - if you don't have it or you have a replacement it won't react at your touch.
Amplifier is a sort of UDamage but addressing 2 things: DispersionPistol and ASMD - NOT other replacements, but child classes (if exist). This pickup is collectable but as mentioned won't do nothing at other stuff than desired Weaponry except bugging HUD with a red foggy thing.
Else some test:
Get a map having these (all of them) and use WTriggerer Mutator with original MH. MH replacements won't be accepted being blocked by WTriggerer, so you can figure how do they work with Original weaponry. Else probably I have to draw a small lousy test Level for clarification.

papercoffee wrote:I'm for redesigning the Dispersion Pistol. Design wise it was the ugliest gun in Unreal. But I liked the power-up function.

Just DO it!

Actually, I did not dislike the design, but it always fascinated me imagining a fifth or a sixth powerup (with a model change, of course), since you could get more batteries in the original Unreal than powerups possible. It's like with Super saiyans: They stop at 4 and people like to design infinitely further transformations!

Ok I'll come up with an design for it ...I can imagine a new game mode for UT/Unreal as well.
Something like Gun Game where you get a an upgrade for every third kill and loose one if you got hammered and the opponent who hammered you gets the upgrade instead. Who makes the last three kills with the last upgrade wins.

Well, I bet you can't pick up the flares too. The red sticks laying around, and you kick them and lights come on? Yeah, that.

Most of the times, there are working in Unreal game and in MH in UT here is a different set up. So you couldn't pick up the forcefield (pink lazer device), flare, etc. due to broken inventory chain in MH whatever version you are playing or whatever server have that set up.

If you played Unreal Coop, you'd see why it is more functional there than just UT's MH from what I've seen.